Immersive Citizens SE: changes Note



Version 0.4.0.2

- Redone the landscape modifications around the carriages near Solitude, Markarth and Windhelm in order to forward the changes made by SSE (whatever they are) and in the process I fixed some ugly textures clipping around Windhelm's bridge (not yet fixed by USSEP).
- Added several hundred of invisible objects or markers in the following areas: Windhelm and the Dark Brotherhood Sanctuaries.
- Tweaked the AI used by the Companions and several citizens living in Whiterun, Rorikstead and Riverwood.
- Forwarded the latest change made by USSEP when it made sense.
- Fixed compatibility issues between Immersive Citizens and ccBGSSSE001-Fish. Several quests from this mod was impossible to complete because the AI used by these quests was overridden by Immersive Citizens (something that would have been not possible if the author of this mod had respected Bethesda's quality standards). More precisely, the following quests were impossible to complete: In A Pinch ; End of the Line ; Catch of the Day ; Private Lessons ; The Ultimate Feast ; Heart of Gold. Note that, even without mods or with only USSEP these quests can be impossible to complete, because they can also be broken by vanilla quests or events such as "Hide And Seek" or "Tag" which don't require a player interaction to run. Therefore, I also fixed this problem, because in any cases, in order to fix the compatability issues with this mod, I had to add a dependancy to it (so better take advantage of this restraint). So, it means that this version and the next versions of Immersive Citizens will require AE to run.
If you want to remove the dependency to AE, you'll have to create an empty plugin with SSEDIT and name it ccBGSSSE001-Fish. Then use it to load Immersive Citizens with SSEDIT. Next, use the function "Check for Errors" to quickly locate the broken entries. Once located, remove them manually and use the function "Clean Masters" to remove the dependency to AE.

Version 0.4.0.1

- Removed an ITM in the main file and checked the compatibility with AE
- Removed an unwanted edit on the Skyforge that caused the disappearance of various items displayed on it.
- Fowarded the latest changes (mostly typo fixes) made by USSEP when it made senses.
- Updated or cleaned the patches provided by Immersive Citizens when it was required.
- Removed the patch for touring carriage (author request).

Version 0.4.0

- Hulda will now return to The Bannered Mare if the player enter inside it when she is shopping at the market (Immersive Citizens bug).
- Vignar's AI, Sinmir's AI, Jon's AI, Olava's AI, Carlotta's AI, Belethor's AI, Arcadia's AI, Alvor's AI, Hod's AI, Sven's AI, Embry's AI, Fianna's AI, Gerda's AI and Camilla's AI have been reworked in order to improve their quality up to my current standards.
- An alternative version of the "Go Home" feature has been created for Borgny, Lond and Edith (miner working at Quick silver mine) in order to prevent them to stop moving inside the mine during a snowy or rainy weather.
- Lond will now sleep at least 6 hours per day.
- The AI used by Alfarinn (Windhelm, carriage driver), Kibell (Markarth, carriage driver) and Thaer (Solitude, carriage driver) has been overhauled. In order to give these NPCs a place to sleep, a fire camp has been added near the following location: Windhelm stables, Markarth stables and Katla's farm.
- The AI used by Ennis during "A Night To Remember" has been overhauled in order to prevent him to stay in his field 24/24h (vanilla bug). Note that several users asked me to fix a similar behavior used by Ysolda during this quest, however, after investigation, this is not a vanilla behavior, it's a behavior implemented by The Unofficial Patch. I have decided to not override this modification done by The Unofficial Patch for compatibility sake.
- During the "Golden Claw" quest, when Camilla leads you to the bridge northeast of town, sometimes, this scene didn't work correctly if it was started between 20 pm and midnight (Immersive Citizens bug), this has been fixed.
- The AI used by Ennec, Willem and Adeber (NPCs Living in Markarth's outskit) has been overhauled in order to prevent them to lock the Miner's barracks door indefinitly (vanilla bug).
- Repositioned a misplaced cooking pot in Gerdur's house (Immersive Citizens bug).
- The feature "Survival Instinct" has been modified in order to prevent NPC who joined the Blades to use this feature. This will prevent your recruits to flee during the final fight versus Alduin.
- Immersive Citizens has been updated in order to be in line with the latest version of The Unofficial Patch.
- The compatibility patches for OCS has been updated to be in line with the latest version of Immersive Citizens.
- A compatibility patch for Touring Carriage has been added.

Version 0.3.9b

-Removed several unwanted edits around whiterun stables and repositioned some misplaced furnitures.

Version 0.3.9a

Modifications performed on 3 khajiit Caravan scenes by "Alternate Start - Live Another Life" have been integrated in Immersive Citizens.

Version 0.3.9

- Companions AI (Athis, Torvar, Njada, Ria, Farkas, Vilkas, Skjor, Aela & Tilma) has been redone in order to improve their quality up to my current standards.
- The AI used by Danica has been redone in order to ensure that the scene with Maurice Jondrelle during the The Blessings of Nature works as intended.
- Minor corrections have been done on Olfrid AI, Lydia AI, Olfina AI, Balgruuf AI, Vignar AI, Caius AI, Sinmir AI, irileth AI, Jenssen AI, Hadvar AI & Ralof AI.
- The AI used by the NPCs working in Whistling mine ( Angvid, Badnir, Gunding & Thorgar) has been fully overhauled.
- The feature "Survival Instinct" has been modified in order to prevent NPC enlisted as followers to use this feature. This wasn't initially intended and NPCs could only use this feature if you use some Followers Overhaul with specific settings. Note that for now this change only apply to NPCs that can be recruited without using a mod.
- The compatibility patches for OCS has been updated to be in line with the latest version of Immersive CItizens.
- The compatibility patch for OCS will now also modify the placement of "AI door" in the following cities: Riften, Markarth, WIndhelm & Solitude. This should prevent NPCs to use the closed wordspaces when they travel from an house to another house.
- An update system and a compatibility system have been implemented. If you update immersive citizens on a old save, then all the new content from the update will be automatically implemented. Therefore you won't have anymore to update Immersive Citizens by using the in-game configuration menu when you update on a old save.
The compatibility system have been designed to ensure a better synergy with weather mod (CoT, VVW, ect.). In a upcoming update, NPCs will be able to make the difference between a thunder storm and a light rain. For now, if you use CoT, the "Weather Influence" feature for NPCs living in Raven Rock will be automatically disabled (and reenabled if you uninstall CoT). This has been done because if you use CoT, in Raven Rock area there is 90% chance to have a weather classified as rainy or snowy. Therefore, if you used CoT, NPCs living in Raven Rock spent 90% of their time inside their house. The rainy and snowy weathers implemented by CoT in Raven Rock area are really "light", therefore this won't decrease your immersion if NPCs in Raven Rock doesn't adapt their behavior according to the weather when you use CoT.

Version 0.3.8.1

- An incorrect set of conditions in the story manager event node prevented the NPCs inside the Palace of the Kings (Windhelm) to have conversations, this has been fixed.
- The following NPCs will now sleep at least 6 hours per day: Harlaug, Gjalund (Solstheim version), Sogrlaf (Solstheim version), Lygrleid (Solstheim version), Slitter, Mogrul, Teldryn, Drovas and Geldis.
- Minor improvements has been done one the AI used by the following NPCs living in Solstheim: Milore and Garyn

Version 0.3.8

- Farengar could be be sometimes get stuck in an casting animation loop for several minutes. In order to fix this problem his AI has been redone.
- Sissel still used the vanilla candlelight spell during her magic training session, this has been fixed.
- Several conversation involving Addvar (fishmonger living in Solitude) have been disabled because they do not work correctly and therefore disrupted NPCs AI. This is due to the fact that several dialogues from Addvar have not been archived.
- An NPCs tracking system has been added. This feature can be activated with the in-game configuration menu available via a Power (called Citizens Control). This feature allows you to get in real time the position of the following NPCs: Aela, Faendal, Farkas, Jenassa, Lydia, Torvar, Vilkas and Uthgerd. In other words the NPCs that can be difficult to find and which can be enlisted as followers. I will decide to expand it to other NPCs or not according to the feedback I get. Therefore, if you find this feature usefull, please manifest yourself.

Version 0.3.7a

- Unecessary modifications performed on the navmeshes used in Old Hroldan Inn and in The Bee and Barb have been removed.
- Forwarded the modifications done by USSEP on the following entries: 0005D509, 0003586C
- The compatibility patch for ELE has been updated to be in line with the latest version of Immersive Citizens.

Please do not forget that the latest version of Breezehome by Elianora must be positioned above Immersive Citizens - AI Overhaul.esp in your load order. In other word, your load order should be like this:
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Eli_Breezehome.esp
Immersive Citizens - AI Overhaul.esp

Version 0.3.7

- Some landscape alterations around Rorikstead have been removed by error during the development of a previous version. As a result one of the shack added by Immersive Citizens floated above the ground, this has been fixed.
- All the AI added by Immersive Citizens and which used vanilla spells, will now use duplicate versions of vanilla spells. This has been done to avoid bad synergies with mods altering vanilla spells, notably the candlelight spell and the heal spells.
- Windhelm market won't be closed anymore during snowy weather.
- The AI used by Ysolda contained an error preventing her to sleep. This has been fixed.
- The sleep schedule of Hulda, Orgnar and Mralki have been modified. They will now wake up at 8 am instead of 9 am.
- The following NPCs will now sleep at least 6 hours per day: Guthrum, Ravan Verthi, Captain wayfearer, Varnius Junius, Faida, Karita, Abelone, Thoryng, Alesan, Leontius, Eydis, Skuli, Ranmir, Dagur, Haran, Eiridi, Fultheim, Hadring, Jonna, Wilhelm, Belrand, Noster One Eagle-Eye, Jaree Ra, Louis Letrush, Gulum EI, Deeja, Marcurio, Talen Jei, Keerava, Dravynea, Kjeld, Kjeld the younger, Iddra, Lisette, Corpulus Vinius, Minette Vinius and Sorex Vinius. It means that all the Innkeeper will now sleep as well as almost all NPCs strongly related to a tavern. Note that I haven't yet fixed all the NPCs that doesn't sleep. For example, there is still some carriage drivers and some ferrymans which need to be fixed. I will take care of them in a next update.
- The compatibility patches for OCS has been updated to be in line with the latest version of Immersive CItizens.

Please do not forget that the latest version of Breezehome by Elianora must be positioned above Immersive Citizens - AI Overhaul.esp in your load order.

Version 0.3.6.5.a

- For unknow reasons, sometimes the following encounters never stop:
* Companions Hunting (Vilkas and Ria)
* Companions Hunting (Skjor, Aela and Njada)
* Companions Hunting (Farkas, Athis and Torvar)

The AI used during these encounters overrided the AI used by some quests such as "Purity" and by the follower system and by the marriage system. Therefore, these encounters was a source of serious bugs for several users. In order to bypass this problem, these encounters won't alter anymore AI used by The Companions.

- Due to bad vanilla navigation mesh, Aeri couldn't leave her house. This has been fixed.
- Reworked the conditions used by several dialogues, in order to be in line with the change made by Relationship Dialogue Overhaul.


Note that the latest version of JK's Whiterun and JK's Riverwood are fully compatibles with Immersive Citizens.
Note also that the latest version of Breezehome by Elianora must be positioned above Immersive Citizens - AI Overhaul.esp in your load order.

Version 0.3.6.5

- Bjorlam will now offer his services as long as the player is not in combat.
- Eorlund will offer his services even when he takes a meal near Jorvaskrr Shelter.
- Adrianne will now offer her services when she uses the smelter.
- The AI of Lydia and Lucia have been improved.
- The first scene between Balgruuf and Proventus starts too earlier, as a result it was impossible for the player to hear the beginning of the scene, this has been fixed. The intervention range of Irileth during this scene has been also reduced,
- Housecarls (Calder, Argis, Iona, Jordis and Lydia) as well as members of the Companions (Njada, Athis, Torvar, Ria, Farkas, Vilkas and Aela) will now fight to the death, regardless of their aggressor's attributes relative to their own but only if they are enlisted as followers.
- Fixed a level design error in Windhelm vanilla resulting in NPC death by falling. Notably Torbjorn Shatter-Shield and Aval Atheron.
- Fixed a level design error in Belyn Hlaalu's House vanilla preventing the game engine to load Belyn Hlaalu in a playable area.
- Fixed several level design error in Morthal, Dawnstar and Solitude preventing NPCs to lock their house when they leave it.
- The compatibility patches for OCS has been updated to be in line with the latest version of Immersive CItizens. Same thing for the compatibility patch for ELE.
- A compatibility patch for ELFXEnhancer.esp is now available as well as a compatibility patch for ELFX - Hardcore.esp.

Version 0.3.6.3b

- The modifications performed on the AI used during the following encounters has been removed:
* Companions Hunting (Vilkas and Ria)
* Companions Hunting (Skjor, Aela and Njada)
* Companions Hunting (Farkas, Athis and Torvar)
These modifications was a source of problems that I didn't anticipate and has a limited impact on player's Immersion. I apologize if you got issues with the Companions.

- Immersive Citizens has been updated to be in line with the modifications made by Hearthfire. It means also that in the next updates some assets (animations and furnitures) added by Hearthfire will be used.

Version 0.3.6.3a

- Error designs preventing Bjorlam to sleep and to interact with his camp has been fixed.
- Fomod Installer implemented.

Version 0.3.6.3

- The AI of Elrindir, Idolaf, Olfrid, Alfhild, Bergritte, Eorlund and Fralia have been redone in order to improve their quality up to my current standards.
- Bjorlam's camp has been moved closer to his carriage, therefore, Bjorlam should be easier to find at night.
- Typos mistakes in the FOMOD installer have been fixed.

Version 0.3.6.2a

A compatibility patch for Enhanced Lighting for ENB has been added.

Version 0.3.6.1

- Immersive Citizens has been updated to be in line with the modifications made by Skyrim Special Edition
- A typo mistake in the menu has been fixed.